#extension GL_OES_EGL_image_external : require
precision mediump float;

varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;

 uniform sampler2D inputImageTexture;
 uniform samplerExternalOES inputImageTexture2;
 
 float mixturePercent = 0.6;
 float lowValue = 0.1;
 

 void main()
 {
   lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate);
   lowp vec4 textureColor2 = texture2D(inputImageTexture2, textureCoordinate2);
   gl_FragColor = vec4(textureColor.rgb + textureColor2.rgb, textureColor.a);
 }
